[Bf-committers] poll: uv/col mirror might not work for bmesh ngons

Campbell Barton ideasman42 at gmail.com
Thu Sep 3 19:43:52 CEST 2009


Take care when assuming what people do/dont use in blender :)
this feature was very useful while doing this project.
http://www.metavr.com/casestudies/ftwainwright.html
Often Id have quads around door-frames that needed to be mirrored so
the light would look like it was coming from the outside, since
copying/flipping/mirroring/extruding the faces sometimes would cause
the UVs to be the wrong way around.

On Thu, Sep 3, 2009 at 10:21 AM, joe<joeedh at gmail.com> wrote:
> That sounds good.  In this case it's probably better to wait for
> people to complain (since they can explain how it's supposed to work
> in the first place) rather then try and figure it out ourselves.  I
> suspect you're right though, that no one uses those tools (they sound
> too iffy to me to be reliable).
>
> Joe
>
> On Thu, Sep 3, 2009 at 11:14 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
>> It seems that this feature lacks interest, no one seems to use it, for
>> now I think it is better to have it removed. The axis orientation was
>> not right even, once you do an orientation it goes to the next. I
>> believe we should have it removed. (this goes also for color). The
>> reverse have the same issue for ngons with odd vertex count. maybe a
>> new UI method should be developed for that, till then better move to
>> something of more interest.
>>
>> To Joe: I will comment both (mirror uv and colors), and proceed on
>> with color rotation.
>>
>> Wael
>>
>>
>> On Thu, Sep 3, 2009 at 10:05 AM, Campbell Barton<ideasman42 at gmail.com> wrote:
>>> for now I think its fine only to mirror quads.
>>> with ngons it would make more sense to an option to reverse the UV's,
>>> but no need for this short term.
>>>
>>> On Thu, Sep 3, 2009 at 12:59 AM, Wael EL ORAIBY<wael.eloraiby at gmail.com> wrote:
>>>> Hi,
>>>>
>>>> I have been working on porting some of the old mesh code to bmesh with
>>>> the help of joe, so far things were been well ported. However, some
>>>> features like uv/col face mirror in 3D view (NOT UV/Image editor)
>>>> while in edit mode won't work for bmesh (while in 3D view - edit mode
>>>> - select a face and press Ctrl-F). The reason is simple, the old code
>>>> relied on polygon to be  a quad or a triangle, (although for triangle,
>>>> the mirror was a bit awkward). This feature won't work for n-gons
>>>> where n > 4, simply because there are many axis to choose from. So the
>>>> question is:
>>>> 1. do we ignore this feature? how many ppl actually use it (last night
>>>> at the irc channel no one responded) ?
>>>> 2. do we only take care of the triangle and quad for the moment ?
>>>> 3. do we make a user interface for choosing the axis relative to
>>>> mirroring - in this case, I have an idea, but is a bit complicated for
>>>> a feature that very few actually use. This time could be spent porting
>>>> other part of the code or adding new features.
>>>>
>>>> Tell me what you think.
>>>>
>>>> Wael
>>>>
>>>>
>>>> --
>>>> Wael El Oraiby
>>>> Laboratoire MIA
>>>> Université de Haute Alsace
>>>> _______________________________________________
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>>>> Bf-committers at blender.org
>>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>>
>>>
>>>
>>>
>>> --
>>> - Campbell
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>>
>>
>>
>> --
>> Wael El Oraiby
>> Laboratoire MIA
>> Université de Haute Alsace
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
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-- 
- Campbell


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